
I Started Building a Roguelike RPG — Powered by On-Device AI #5
Day 2 After the LLM Stack — The Game Is Actually Coming Together In the last post, I locked in the on-device LLM stack. Qwen3-1.7B + llama.cpp + Adreno OpenCL. 16.6 tok/s. Dungeon generation in 9 seconds. Time to actually build the game. I'll be honest: I've barely touched Unity before. Most of the game implementation was done by Claude Code. I planned, directed, and tested. What Got Built in Two Days Dungeon to combat took two days. BSP dungeon generator, Tilemap rendering (24 wall tile variants auto-selected), 4-directional player movement and animation, wall collision, fog of war, treasure chests (normal / rare / mimic), floor stairs, camera follow, virtual joystick. Enemy AI state machine (patrol → chase → attack → dead), contact-based combat with bidirectional damage, knockback, invincibility frames, HP bars. 19 scripts. Two days. After that, the full game systems went in: Floating damage text (critical hits in yellow with "!") Level-up system (max level 50, 2 stat points per leve
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